fix: complete gradient with palette round-trip, mark as untested
Browse filesRestore PaletteContext::find_closest and color_fp methods (renamed
from read_color_fp). The original uses FindClosest + ReadColor to
establish an initial/fallback color before the interpolation loop.
Rows beyond band 5 now correctly use the last interpolated color
instead of potentially uninitialized values.
Add clear UNTESTED warnings in module doc and function doc — this
code path only triggers on maps with non-standard dimensions and
has not been visually verified.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
crates/openwa-core/src/display/gradient.rs
CHANGED
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@@ -1,4 +1,9 @@
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| 1 |
//! Sky gradient computation for non-standard level heights.
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| 3 |
use crate::engine::ddgame::DDGame;
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use crate::rebase::rb;
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@@ -6,21 +11,20 @@ use crate::render::gfx_handler::call_gfx_find_and_load;
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use crate::wa_alloc::{wa_free, wa_malloc};
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/// Palette context for gradient color mapping.
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-
///
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struct PaletteContext {
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-
min_index: u8,
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-
max_index: u8,
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colors: [u32; 256], // RGB packed, indexed by palette index
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valid: [bool; 256],
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used_count: usize,
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-
used_list: [u8; 256],
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| 17 |
}
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| 19 |
impl PaletteContext {
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fn new() -> Self {
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Self {
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-
min_index: 0,
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-
max_index: 0xFF,
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colors: [0; 256],
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valid: [false; 256],
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used_count: 0,
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@@ -28,20 +32,17 @@ impl PaletteContext {
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| 28 |
}
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}
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| 31 |
-
/// Map an RGB color to a palette index
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| 32 |
-
/// already mapped, otherwise allocates a new one.
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| 33 |
fn map_color(&mut self, rgb: u32) -> Option<u8> {
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let masked = rgb & 0x00FF_FFFF;
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-
// Search existing entries
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| 36 |
for i in 0..self.used_count {
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| 37 |
let idx = self.used_list[i] as usize;
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| 38 |
if idx != 0 && (self.colors[idx] & 0x00FF_FFFF) == masked {
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| 39 |
return Some(idx as u8);
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| 40 |
}
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| 41 |
}
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| 42 |
-
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| 43 |
-
// Find first unused index
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| 44 |
-
for idx in (self.min_index as usize..=self.max_index as usize).rev() {
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| 45 |
if !self.valid[idx] {
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self.colors[idx] = masked;
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| 47 |
self.valid[idx] = true;
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@@ -52,6 +53,43 @@ impl PaletteContext {
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}
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| 53 |
None
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| 54 |
}
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}
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/// Compute the complex sky gradient for non-standard level heights.
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@@ -60,8 +98,9 @@ impl PaletteContext {
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| 60 |
/// Loads gradient.img, samples 7 anchor colors, then creates an interpolated
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| 61 |
/// gradient image (64 columns × (level_height + 0xDC) rows).
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///
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| 63 |
-
///
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| 64 |
-
///
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#[cfg(target_arch = "x86")]
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pub(crate) unsafe fn compute_complex_gradient(
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ddgame: *mut DDGame,
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@@ -71,15 +110,14 @@ pub(crate) unsafe fn compute_complex_gradient(
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) {
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| 72 |
let mut palette = PaletteContext::new();
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| 73 |
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-
// Load gradient.img
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| 75 |
let gradient_sprite =
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| 76 |
call_gfx_find_and_load(land_layer, b"gradient.img\0".as_ptr(), layer3_ctx);
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| 77 |
if gradient_sprite.is_null() {
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-
return;
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| 79 |
}
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| 80 |
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| 81 |
-
//
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| 82 |
-
// Sprite height is at sprite+0x18 (field [6] in u32 layout)
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| 83 |
let gradient_height = *(gradient_sprite.add(0x18) as *const i32);
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| 84 |
if gradient_height <= 0 {
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| 85 |
return;
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@@ -88,17 +126,9 @@ pub(crate) unsafe fn compute_complex_gradient(
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let get_pixel: unsafe extern "thiscall" fn(*mut u8, i32, i32) -> u32 =
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core::mem::transmute(*(*(gradient_sprite as *const *const u32)).add(4));
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| 90 |
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| 91 |
-
// Compute target rows
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| 92 |
-
let target_rows =
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-
let max_rows = 0x70i32 - sky_height as i32;
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| 94 |
-
if gradient_height < max_rows {
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-
gradient_height
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-
} else {
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| 97 |
-
max_rows
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| 98 |
-
}
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-
};
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| 100 |
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| 101 |
-
// Stretch gradient through palette: map each source row's pixel color
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| 102 |
if target_rows > 0 {
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| 103 |
let mut src_pos = 0i32;
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| 104 |
for _ in 0..target_rows {
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@@ -109,14 +139,15 @@ pub(crate) unsafe fn compute_complex_gradient(
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| 109 |
}
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| 110 |
}
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| 111 |
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| 112 |
-
//
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| 113 |
if target_rows == gradient_height {
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| 114 |
let gradient2 = call_gfx_find_and_load(land_layer, b"gradient.img\0".as_ptr(), layer3_ctx);
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| 115 |
(*ddgame).gradient_image_2 = gradient2;
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| 116 |
}
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| 118 |
-
// Sample 7 anchor colors by averaging 8×2 pixel blocks
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| 119 |
-
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| 120 |
let grad_height_minus2 = (gradient_height - 2).max(0);
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| 121 |
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| 122 |
for band in 0..7u32 {
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@@ -132,8 +163,7 @@ pub(crate) unsafe fn compute_complex_gradient(
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for dy in 0..2i32 {
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| 133 |
let row = start_row + dy;
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| 134 |
for col in 0..8i32 {
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| 135 |
-
let
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| 136 |
-
let pidx = pixel as usize;
|
| 137 |
if pidx < 256 && palette.valid[pidx] {
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| 138 |
let c = palette.colors[pidx];
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| 139 |
r_sum += (c & 0xFF) as i32;
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@@ -143,7 +173,7 @@ pub(crate) unsafe fn compute_complex_gradient(
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| 143 |
}
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| 144 |
}
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| 145 |
|
| 146 |
-
// Shift left 4
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| 147 |
anchors[band as usize] = [r_sum << 4, g_sum << 4, b_sum << 4];
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| 148 |
}
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| 149 |
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@@ -152,13 +182,19 @@ pub(crate) unsafe fn compute_complex_gradient(
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| 152 |
let release: unsafe extern "thiscall" fn(*mut u8, u8) = core::mem::transmute(*gvt.add(3));
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| 153 |
release(gradient_sprite, 1);
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| 154 |
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| 155 |
-
//
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| 156 |
let total_height = (*ddgame).level_height as i32 + 0xDC;
|
| 157 |
if total_height <= 0 {
|
| 158 |
return;
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| 159 |
}
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| 160 |
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| 161 |
-
let stride = 0x200u32; // 64 columns × 8 bytes per
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| 162 |
let data_size = total_height as u32 * stride;
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| 163 |
let data = wa_malloc(data_size + 0x20);
|
| 164 |
if data.is_null() {
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@@ -166,59 +202,35 @@ pub(crate) unsafe fn compute_complex_gradient(
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| 166 |
}
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| 167 |
core::ptr::write_bytes(data, 0, data_size as usize);
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| 168 |
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| 169 |
-
//
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| 170 |
-
|
| 171 |
-
|
| 172 |
-
|
| 173 |
-
|
| 174 |
-
}
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| 175 |
-
|
| 176 |
-
|
| 177 |
-
|
| 178 |
-
*h.add(1) = stride; // row stride
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| 179 |
-
*h.add(2) = 0x40; // max columns (64)
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| 180 |
-
*h.add(3) = total_height as u32; // height
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| 181 |
-
*h.add(4) = 0; // bounds left
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| 182 |
-
*h.add(5) = 0; // bounds top
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| 183 |
-
*h.add(6) = 0x40; // bounds right
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| 184 |
-
*h.add(7) = total_height as u32; // bounds bottom
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| 185 |
-
|
| 186 |
-
// Interpolate between anchor colors and write each row
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| 187 |
-
let band_size = total_height / 6;
|
| 188 |
for row in 0..total_height {
|
| 189 |
-
let band_idx = (
|
| 190 |
-
let pos = row - band_idx as i32 * band_size;
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| 191 |
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| 192 |
-
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| 193 |
-
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| 194 |
-
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| 195 |
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| 196 |
-
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| 197 |
-
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| 198 |
-
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| 199 |
-
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| 200 |
-
}
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| 201 |
-
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| 202 |
-
a0[1] + ((a1[1] - a0[1]) * pos) / band_size
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| 203 |
-
} else {
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| 204 |
-
a0[1]
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| 205 |
-
};
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| 206 |
-
let b = if band_size > 0 {
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| 207 |
-
a0[2] + ((a1[2] - a0[2]) * pos) / band_size
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| 208 |
-
} else {
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| 209 |
-
a0[2]
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| 210 |
-
};
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| 211 |
-
|
| 212 |
-
// Clamp to [0, 0xFF00]
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| 213 |
-
let r = r.clamp(0, 0xFF00) as u32;
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| 214 |
-
let g = g.clamp(0, 0xFF00) as u32;
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| 215 |
-
let b = b.clamp(0, 0xFF00) as u32;
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| 216 |
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| 217 |
-
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| 218 |
-
let
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| 219 |
-
let color_high = b & 0xFFFF;
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| 220 |
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| 221 |
-
// Write to all 64 columns
|
| 222 |
let row_base = data.add(row as usize * stride as usize);
|
| 223 |
for col in 0..64u32 {
|
| 224 |
let pixel = row_base.add(col as usize * 8) as *mut u32;
|
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@@ -227,11 +239,10 @@ pub(crate) unsafe fn compute_complex_gradient(
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|
| 227 |
}
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| 228 |
}
|
| 229 |
|
| 230 |
-
//
|
| 231 |
let gfx_obj = wa_malloc(0x2C);
|
| 232 |
if gfx_obj.is_null() {
|
| 233 |
wa_free(data);
|
| 234 |
-
wa_free(header);
|
| 235 |
return;
|
| 236 |
}
|
| 237 |
core::ptr::write_bytes(gfx_obj, 0, 0x2C);
|
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@@ -240,9 +251,6 @@ pub(crate) unsafe fn compute_complex_gradient(
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|
| 240 |
*g.add(2) = data as u32; // pixel data
|
| 241 |
*g.add(4) = stride; // bytes per row
|
| 242 |
*g.add(5) = 0; // x offset
|
| 243 |
-
*g.add(6) = total_height as u32; // height (
|
| 244 |
(*ddgame).gradient_image = gfx_obj;
|
| 245 |
-
|
| 246 |
-
// Free the raw header (DisplayGfx wrapper now owns the pixel data)
|
| 247 |
-
wa_free(header);
|
| 248 |
}
|
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|
|
| 1 |
//! Sky gradient computation for non-standard level heights.
|
| 2 |
+
//!
|
| 3 |
+
//! NOTE: This code path is UNTESTED — it only triggers on maps with
|
| 4 |
+
//! non-standard dimensions (sky_height >= 0x61 or level_height != 0x2B8).
|
| 5 |
+
//! The algorithm is ported from the DDGame constructor decompilation but
|
| 6 |
+
//! may have subtle color differences due to the tangled decompiler output.
|
| 7 |
|
| 8 |
use crate::engine::ddgame::DDGame;
|
| 9 |
use crate::rebase::rb;
|
|
|
|
| 11 |
use crate::wa_alloc::{wa_free, wa_malloc};
|
| 12 |
|
| 13 |
/// Palette context for gradient color mapping.
|
| 14 |
+
/// Reimplements the WA palette management functions:
|
| 15 |
+
/// - PaletteContext__Init (0x5411A0)
|
| 16 |
+
/// - PaletteContext__MapColor (0x5412B0)
|
| 17 |
+
/// - PaletteContext__FindClosest (0x541420)
|
| 18 |
struct PaletteContext {
|
|
|
|
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|
| 19 |
colors: [u32; 256], // RGB packed, indexed by palette index
|
| 20 |
+
valid: [bool; 256],
|
| 21 |
used_count: usize,
|
| 22 |
+
used_list: [u8; 256],
|
| 23 |
}
|
| 24 |
|
| 25 |
impl PaletteContext {
|
| 26 |
fn new() -> Self {
|
| 27 |
Self {
|
|
|
|
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|
| 28 |
colors: [0; 256],
|
| 29 |
valid: [false; 256],
|
| 30 |
used_count: 0,
|
|
|
|
| 32 |
}
|
| 33 |
}
|
| 34 |
|
| 35 |
+
/// Map an RGB color to a palette index (PaletteContext__MapColor, 0x5412B0).
|
| 36 |
+
/// Returns existing index if already mapped, otherwise allocates a new one.
|
| 37 |
fn map_color(&mut self, rgb: u32) -> Option<u8> {
|
| 38 |
let masked = rgb & 0x00FF_FFFF;
|
|
|
|
| 39 |
for i in 0..self.used_count {
|
| 40 |
let idx = self.used_list[i] as usize;
|
| 41 |
if idx != 0 && (self.colors[idx] & 0x00FF_FFFF) == masked {
|
| 42 |
return Some(idx as u8);
|
| 43 |
}
|
| 44 |
}
|
| 45 |
+
for idx in (1..=255usize).rev() {
|
|
|
|
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|
|
| 46 |
if !self.valid[idx] {
|
| 47 |
self.colors[idx] = masked;
|
| 48 |
self.valid[idx] = true;
|
|
|
|
| 53 |
}
|
| 54 |
None
|
| 55 |
}
|
| 56 |
+
|
| 57 |
+
/// Find closest palette match (PaletteContext__FindClosest, 0x541420).
|
| 58 |
+
/// Uses weighted perceptual distance: R*3 + G*5 + B*2.
|
| 59 |
+
/// Input channels are 8.8 fixed-point (0..0xFF00).
|
| 60 |
+
fn find_closest(&self, r: i32, g: i32, b: i32) -> u8 {
|
| 61 |
+
let mut best_idx = 0u8;
|
| 62 |
+
let mut best_dist = i32::MAX;
|
| 63 |
+
for i in 0..self.used_count {
|
| 64 |
+
let idx = self.used_list[i] as usize;
|
| 65 |
+
if idx == 0 {
|
| 66 |
+
continue;
|
| 67 |
+
}
|
| 68 |
+
let c = self.colors[idx];
|
| 69 |
+
let cr = ((c & 0xFF) as i32) << 8;
|
| 70 |
+
let cg = (((c >> 8) & 0xFF) as i32) << 8;
|
| 71 |
+
let cb = (((c >> 16) & 0xFF) as i32) << 8;
|
| 72 |
+
let dist = (r - cr).abs() * 3 + (g - cg).abs() * 5 + (b - cb).abs() * 2;
|
| 73 |
+
if dist == 0 {
|
| 74 |
+
return idx as u8;
|
| 75 |
+
}
|
| 76 |
+
if dist < best_dist {
|
| 77 |
+
best_dist = dist;
|
| 78 |
+
best_idx = idx as u8;
|
| 79 |
+
}
|
| 80 |
+
}
|
| 81 |
+
best_idx
|
| 82 |
+
}
|
| 83 |
+
|
| 84 |
+
/// Read RGB color for a palette index as 8.8 fixed-point (0..0xFF00).
|
| 85 |
+
fn color_fp(&self, idx: u8) -> [i32; 3] {
|
| 86 |
+
let c = self.colors[idx as usize];
|
| 87 |
+
[
|
| 88 |
+
((c & 0xFF) as i32) << 8,
|
| 89 |
+
(((c >> 8) & 0xFF) as i32) << 8,
|
| 90 |
+
(((c >> 16) & 0xFF) as i32) << 8,
|
| 91 |
+
]
|
| 92 |
+
}
|
| 93 |
}
|
| 94 |
|
| 95 |
/// Compute the complex sky gradient for non-standard level heights.
|
|
|
|
| 98 |
/// Loads gradient.img, samples 7 anchor colors, then creates an interpolated
|
| 99 |
/// gradient image (64 columns × (level_height + 0xDC) rows).
|
| 100 |
///
|
| 101 |
+
/// NOTE: This code path is untested — no replay or map available that
|
| 102 |
+
/// triggers it. The algorithm follows the DDGame constructor decompilation
|
| 103 |
+
/// but may have subtle differences in color output.
|
| 104 |
#[cfg(target_arch = "x86")]
|
| 105 |
pub(crate) unsafe fn compute_complex_gradient(
|
| 106 |
ddgame: *mut DDGame,
|
|
|
|
| 110 |
) {
|
| 111 |
let mut palette = PaletteContext::new();
|
| 112 |
|
| 113 |
+
// Step 1: Load gradient.img
|
| 114 |
let gradient_sprite =
|
| 115 |
call_gfx_find_and_load(land_layer, b"gradient.img\0".as_ptr(), layer3_ctx);
|
| 116 |
if gradient_sprite.is_null() {
|
| 117 |
+
return;
|
| 118 |
}
|
| 119 |
|
| 120 |
+
// Sprite height at offset +0x18
|
|
|
|
| 121 |
let gradient_height = *(gradient_sprite.add(0x18) as *const i32);
|
| 122 |
if gradient_height <= 0 {
|
| 123 |
return;
|
|
|
|
| 126 |
let get_pixel: unsafe extern "thiscall" fn(*mut u8, i32, i32) -> u32 =
|
| 127 |
core::mem::transmute(*(*(gradient_sprite as *const *const u32)).add(4));
|
| 128 |
|
| 129 |
+
// Step 2: Compute target rows and stretch gradient through palette
|
| 130 |
+
let target_rows = (0x70i32 - sky_height as i32).min(gradient_height);
|
|
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|
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|
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|
|
|
|
|
|
|
|
|
| 131 |
|
|
|
|
| 132 |
if target_rows > 0 {
|
| 133 |
let mut src_pos = 0i32;
|
| 134 |
for _ in 0..target_rows {
|
|
|
|
| 139 |
}
|
| 140 |
}
|
| 141 |
|
| 142 |
+
// Step 3: If heights match, also set gradient_image_2
|
| 143 |
if target_rows == gradient_height {
|
| 144 |
let gradient2 = call_gfx_find_and_load(land_layer, b"gradient.img\0".as_ptr(), layer3_ctx);
|
| 145 |
(*ddgame).gradient_image_2 = gradient2;
|
| 146 |
}
|
| 147 |
|
| 148 |
+
// Step 4: Sample 7 anchor colors by averaging 8×2 pixel blocks.
|
| 149 |
+
// get_pixel returns palette indices; we look up RGB from our palette context.
|
| 150 |
+
let mut anchors = [[0i32; 3]; 7]; // [band][r, g, b] in 8.8 fixed-point
|
| 151 |
let grad_height_minus2 = (gradient_height - 2).max(0);
|
| 152 |
|
| 153 |
for band in 0..7u32 {
|
|
|
|
| 163 |
for dy in 0..2i32 {
|
| 164 |
let row = start_row + dy;
|
| 165 |
for col in 0..8i32 {
|
| 166 |
+
let pidx = get_pixel(gradient_sprite, col, row) as usize;
|
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| 167 |
if pidx < 256 && palette.valid[pidx] {
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| 168 |
let c = palette.colors[pidx];
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| 169 |
r_sum += (c & 0xFF) as i32;
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| 173 |
}
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| 174 |
}
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| 175 |
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| 176 |
+
// Shift left 4: 16 samples × 8-bit → 8.8 fixed-point
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| 177 |
anchors[band as usize] = [r_sum << 4, g_sum << 4, b_sum << 4];
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| 178 |
}
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| 179 |
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| 182 |
let release: unsafe extern "thiscall" fn(*mut u8, u8) = core::mem::transmute(*gvt.add(3));
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| 183 |
release(gradient_sprite, 1);
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| 184 |
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| 185 |
+
// Step 5: Establish initial/fallback color via palette closest-match.
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| 186 |
+
// The original uses PaletteContext__FindClosest + PaletteContext__ReadColor
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| 187 |
+
// to get the canonical palette color for the first anchor point.
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| 188 |
+
let initial_idx = palette.find_closest(anchors[0][0], anchors[0][1], anchors[0][2]);
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| 189 |
+
let mut fallback = palette.color_fp(initial_idx);
|
| 190 |
+
|
| 191 |
+
// Step 6: Create the gradient image buffer
|
| 192 |
let total_height = (*ddgame).level_height as i32 + 0xDC;
|
| 193 |
if total_height <= 0 {
|
| 194 |
return;
|
| 195 |
}
|
| 196 |
|
| 197 |
+
let stride = 0x200u32; // 64 columns × 8 bytes per entry
|
| 198 |
let data_size = total_height as u32 * stride;
|
| 199 |
let data = wa_malloc(data_size + 0x20);
|
| 200 |
if data.is_null() {
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|
| 202 |
}
|
| 203 |
core::ptr::write_bytes(data, 0, data_size as usize);
|
| 204 |
|
| 205 |
+
// Step 7: Interpolate between anchor colors and write each row.
|
| 206 |
+
// For each row, determine which two anchors to interpolate between.
|
| 207 |
+
// Rows beyond band 5 use the last interpolated color as fallback.
|
| 208 |
+
let band_size = if total_height > 6 {
|
| 209 |
+
total_height / 6
|
| 210 |
+
} else {
|
| 211 |
+
1
|
| 212 |
+
};
|
| 213 |
+
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|
| 214 |
for row in 0..total_height {
|
| 215 |
+
let band_idx = (row * 6) / total_height;
|
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|
| 216 |
|
| 217 |
+
if band_idx < 6 {
|
| 218 |
+
let pos = row - band_idx * band_size;
|
| 219 |
+
let bi = band_idx as usize;
|
| 220 |
+
let a0 = &anchors[bi];
|
| 221 |
+
let a1 = &anchors[(bi + 1).min(6)];
|
| 222 |
|
| 223 |
+
for ch in 0..3 {
|
| 224 |
+
fallback[ch] = a0[ch] + ((a1[ch] - a0[ch]) * pos) / band_size;
|
| 225 |
+
fallback[ch] = fallback[ch].clamp(0, 0xFF00);
|
| 226 |
+
}
|
| 227 |
+
}
|
| 228 |
+
// else: rows beyond band 5 keep the last fallback color
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|
| 229 |
|
| 230 |
+
let color_low = (fallback[0] as u32 & 0xFFFF) | ((fallback[1] as u32 & 0xFFFF) << 16);
|
| 231 |
+
let color_high = fallback[2] as u32 & 0xFFFF;
|
|
|
|
| 232 |
|
| 233 |
+
// Write to all 64 columns (matches GradientImage__WriteRow at 0x4F91C0)
|
| 234 |
let row_base = data.add(row as usize * stride as usize);
|
| 235 |
for col in 0..64u32 {
|
| 236 |
let pixel = row_base.add(col as usize * 8) as *mut u32;
|
|
|
|
| 239 |
}
|
| 240 |
}
|
| 241 |
|
| 242 |
+
// Step 8: Wrap pixel data in a DisplayGfx-compatible object
|
| 243 |
let gfx_obj = wa_malloc(0x2C);
|
| 244 |
if gfx_obj.is_null() {
|
| 245 |
wa_free(data);
|
|
|
|
| 246 |
return;
|
| 247 |
}
|
| 248 |
core::ptr::write_bytes(gfx_obj, 0, 0x2C);
|
|
|
|
| 251 |
*g.add(2) = data as u32; // pixel data
|
| 252 |
*g.add(4) = stride; // bytes per row
|
| 253 |
*g.add(5) = 0; // x offset
|
| 254 |
+
*g.add(6) = total_height as u32; // height (CTaskLand checks `if (0 < [6])`)
|
| 255 |
(*ddgame).gradient_image = gfx_obj;
|
|
|
|
|
|
|
|
|
|
| 256 |
}
|